• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 02:50
CET 07:50
KST 15:50
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy7ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289
Community News
Weekly Cups (March 16-22): herO doubles, Cure surprises1Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool42Weekly Cups (March 9-15): herO, Clem, ByuN win42026 KungFu Cup Announcement6BGE Stara Zagora 2026 cancelled12
StarCraft 2
General
Weekly Cups (March 16-22): herO doubles, Cure surprises Weekly Cups (August 25-31): Clem's Last Straw? How to Choose the Right KYC Partner for Your Proje Team Liquid Map Contest #22 - Presented by Monster Energy What mix of new & old maps do you want in the next ladder pool? (SC2)
Tourneys
World University TeamLeague (500$+) | Signups Open RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament WardiTV Team League Season 10 KSL Week 87
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026]
External Content
Why Is Assignment Helper So Powerful for Students The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat
Brood War
General
ASL21 General Discussion Soulkey's decision to leave C9 BGH Auto Balance -> http://bghmmr.eu/ JaeDong's form before ASL [ASL21] Ro24 Preview Pt1: New Chaos
Tourneys
[ASL21] Ro24 Group A ASL Season 21 LIVESTREAM with English Commentary [Megathread] Daily Proleagues [BSL22] Open Qualifiers & Ladder Tours
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Stormgate/Frost Giant Megathread General RTS Discussion Thread Nintendo Switch Thread Path of Exile Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread CaratFlair Diamond Engagement Rings – Elegant Fore European Politico-economics QA Mega-thread Things Aren’t Peaceful in Palestine YouTube Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books Movie Discussion! [Manga] One Piece
Sports
2024 - 2026 Football Thread Cricket [SPORT] Formula 1 Discussion Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2769 users

[M] (2) Amethyst - Page 2

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 2 All
OxyGenesis
Profile Joined May 2012
United Kingdom281 Posts
November 13 2012 14:00 GMT
#21
Cool map! Definitely one of your best ones. I can imagine this being a lot of fun to play. I think at the top level of play it won't create the best games (short rush distance, relatively simple expansion layout) but for high level and below I think it's great. You're getting much better with your aesthetics too, which is especially impressive given that it's Ulnar! Great use of texturing and doodads in combination and the contrast between the light snow and the dark hull textures really makes the map 'pop'. My favourite part is the 'snow drift' ramps either side of the XNT.
Maker of Maps inc. Vector, Uncanny Valley and Fissure | Co-Founder of SC2Melee.net
necrimanci
Profile Joined March 2011
70 Posts
November 13 2012 17:29 GMT
#22
Doesnt the formation in front of the natural entrance make immortal/sentry impossible to hold when P gets there? It really looks like a forcefield festival :-D Besides that i really like the map design.
Doominator10
Profile Joined August 2012
United States515 Posts
November 13 2012 19:46 GMT
#23
I'm liking the way the map looks... a lot :D. Personally, I'm a fan of maps that have the "potential" for early aggression but also lend well towards macro games. The only thing I would have liked to see on this particular map was a slight widening of the choke on the third with the rocks. That create a little interesting dynamic there where taking that third is safer at first, but if you let the rocks go down, you must defend a larger choke.

Again, kudos to you. See if you can get Kabel to do a Starbow version of this map for $hits and giggles.
Your DOOM has arrived,,,, and is handing out cookies
Antares777
Profile Joined June 2010
United States1971 Posts
November 13 2012 21:26 GMT
#24
Amethyst has a Steppes of War feel to it in the sense that the rush distance is a short and straight line between naturals and decreases in elevation as you approach the center of the map. The rush distance may not be a problem, considering it is countered with expansions that are easy to expand to and a very controllable layout.

There is a lot of emphasis on controlling the center in this map. It is the fastest route between the mains and naturals, and is the only route that units can pass through to get to the other side without destroying the destructible rocks. A map feature like that will make Terran mech a force to be reckoned with. Oh, and there is also a watchtower there. I believe that the watchtower is in a location that favors mech a bit too much, but there are no good alternatives to its current location, and no watchtowers at all on a small map creates a very technical game: players will have to be super aware of their surroundings and scout a lot.

One thing that I find a bit odd about the layout is how the mono-entrance 6th expansions are set up relative to the optional 3rd blocked expansions. Many maps have mono-entrance expansions set up as the intended final expansion for players. This is because they make an unambiguous expansion pattern easier to create. But, these expansions are extremely close to the thirds. This makes me feel that they are not intended for either player; the rocks will most likely be destroyed by the time these expansions become relevant in a game, so the base would be dangerously close to both players.

I think if I understood what you are trying to get out of the expansion pattern on Amethyst I'd be of more help with criticism. The two-thirds set up feels unnecessary. I am not sure what it accomplishes in terms of balance or gameplay.

I would consider removing the destructible rocks and modify the third and 6th expansions accordingly to maintain balance. This would make the main pathways of the map have a tic-tac-toe shape to them: two sets of two paths that cross each other (the map already has these paths, but the rocks make it complicated). Therefore, the center of the map would not have so much control during early games. The cons to this would be balancing the map around the way that the expansions would interact without the rocks. The map would certainly have expansion ambiguity if it does not already.

Sorry if I am not being very helpful, it's just that this map has a peculiar layout... changing it might cause even more balance problems than it already has, so I am trying to be cautious while suggesting improvements. I see that you want Amethyst to be a map that allows rushing, but also turtling. This is probably going to be extremely difficult to create and balance, but I really want to see it happen! I really like the aesthetics; I haven't seen a map with snow in space. Snow is cool!

Good luck on Amethyst!
Semmo
Profile Joined June 2011
Korea (South)627 Posts
November 17 2012 05:08 GMT
#25
On November 13 2012 23:00 OxyGenesis wrote:
Cool map! Definitely one of your best ones. I can imagine this being a lot of fun to play. I think at the top level of play it won't create the best games (short rush distance, relatively simple expansion layout) but for high level and below I think it's great. You're getting much better with your aesthetics too, which is especially impressive given that it's Ulnar! Great use of texturing and doodads in combination and the contrast between the light snow and the dark hull textures really makes the map 'pop'. My favourite part is the 'snow drift' ramps either side of the XNT.

Thanks.

On November 14 2012 02:29 necrimanci wrote:
Doesnt the formation in front of the natural entrance make immortal/sentry impossible to hold when P gets there? It really looks like a forcefield festival :-D Besides that i really like the map design.

Well, the zerg should try to engage at the center, I think.

On November 14 2012 04:46 Doominator10 wrote:
I'm liking the way the map looks... a lot :D. Personally, I'm a fan of maps that have the "potential" for early aggression but also lend well towards macro games. The only thing I would have liked to see on this particular map was a slight widening of the choke on the third with the rocks. That create a little interesting dynamic there where taking that third is safer at first, but if you let the rocks go down, you must defend a larger choke.

Again, kudos to you. See if you can get Kabel to do a Starbow version of this map for $hits and giggles.

Well I don't like Starbow that much, and it wouldn't fit with his vision I think.

On November 14 2012 06:26 Antares777 wrote:
Amethyst has a Steppes of War feel to it in the sense that the rush distance is a short and straight line between naturals and decreases in elevation as you approach the center of the map. The rush distance may not be a problem, considering it is countered with expansions that are easy to expand to and a very controllable layout.

There is a lot of emphasis on controlling the center in this map. It is the fastest route between the mains and naturals, and is the only route that units can pass through to get to the other side without destroying the destructible rocks. A map feature like that will make Terran mech a force to be reckoned with. Oh, and there is also a watchtower there. I believe that the watchtower is in a location that favors mech a bit too much, but there are no good alternatives to its current location, and no watchtowers at all on a small map creates a very technical game: players will have to be super aware of their surroundings and scout a lot.

One thing that I find a bit odd about the layout is how the mono-entrance 6th expansions are set up relative to the optional 3rd blocked expansions. Many maps have mono-entrance expansions set up as the intended final expansion for players. This is because they make an unambiguous expansion pattern easier to create. But, these expansions are extremely close to the thirds. This makes me feel that they are not intended for either player; the rocks will most likely be destroyed by the time these expansions become relevant in a game, so the base would be dangerously close to both players.

I think if I understood what you are trying to get out of the expansion pattern on Amethyst I'd be of more help with criticism. The two-thirds set up feels unnecessary. I am not sure what it accomplishes in terms of balance or gameplay.

I would consider removing the destructible rocks and modify the third and 6th expansions accordingly to maintain balance. This would make the main pathways of the map have a tic-tac-toe shape to them: two sets of two paths that cross each other (the map already has these paths, but the rocks make it complicated). Therefore, the center of the map would not have so much control during early games. The cons to this would be balancing the map around the way that the expansions would interact without the rocks. The map would certainly have expansion ambiguity if it does not already.

Sorry if I am not being very helpful, it's just that this map has a peculiar layout... changing it might cause even more balance problems than it already has, so I am trying to be cautious while suggesting improvements. I see that you want Amethyst to be a map that allows rushing, but also turtling. This is probably going to be extremely difficult to create and balance, but I really want to see it happen! I really like the aesthetics; I haven't seen a map with snow in space. Snow is cool!

Good luck on Amethyst!

The thing is the entrance is mono, but it's very close to opponent. I believe that chokes makes expansions defense easier even if the distance maybe short. That was my thought, anyway.

Mapmaker of Frost, Fruitland and Bridgehead
FlaShFTW
Profile Blog Joined February 2010
United States10342 Posts
November 17 2012 05:17 GMT
#26
once the rocks at the third are opened, it will be pretty hard to defend everywhere. if they attack ur third, a small sneak attack into your natural would do so much damage.
Writer#1 KT and FlaSh Fanboy || Woo Jung Ho Never Forget || Teamliquid Political Decision Desk
TL+ Member
Semmo
Profile Joined June 2011
Korea (South)627 Posts
November 19 2012 13:47 GMT
#27
On November 17 2012 14:17 FlaShFTW wrote:
once the rocks at the third are opened, it will be pretty hard to defend everywhere. if they attack ur third, a small sneak attack into your natural would do so much damage.


that is basically for almost all maps. And this is why the thirds are rocked right now - to make it easier to defend. I don't know what your comments add to...
Mapmaker of Frost, Fruitland and Bridgehead
Entirety
Profile Blog Joined April 2012
1423 Posts
November 23 2012 00:57 GMT
#28
This map is absolutely fantastic! The other day, I played a TvT on it and I didn't find the rush distance to be too small... Yes, we played aggressively, but it was nowhere near Steppes of War level. It was fun because neither of us was inclined to turtle heavily.

Great work!
IMMvp (정종현) | Fan Club: http://www.teamliquid.net/forum/viewmessage.php?topic_id=211431
Semmo
Profile Joined June 2011
Korea (South)627 Posts
November 25 2012 08:48 GMT
#29
On November 23 2012 09:57 Entirety wrote:
This map is absolutely fantastic! The other day, I played a TvT on it and I didn't find the rush distance to be too small... Yes, we played aggressively, but it was nowhere near Steppes of War level. It was fun because neither of us was inclined to turtle heavily.

Great work!

Thanks! Could you upload the replay?
Mapmaker of Frost, Fruitland and Bridgehead
Hey!
Profile Joined September 2012
Canada5 Posts
December 27 2012 21:00 GMT
#30
This map looks faboulus! I'll try to use it this weekend
I register for jersey awwww yeaa
monitor
Profile Blog Joined June 2010
United States2408 Posts
December 27 2012 22:20 GMT
#31
Nat to nat distance kinda sucks. The whole map feels a bit constricted and small. Not sure the gameplay will be good.

Aesthetics are improving! I like the idea behind the rocks. And I think the map could work well. I'd try adjusting the paths to make all of the distances longer.
https://liquipedia.net/starcraft2/Monitor
Prev 1 2 All
Please log in or register to reply.
Live Events Refresh
Next event in 3h 10m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 193
ProTech137
StarCraft: Brood War
Sea 4473
GuemChi 4412
HiyA 308
ggaemo 86
ToSsGirL 44
Noble 22
ZergMaN 22
Bale 16
Icarus 7
Dota 2
monkeys_forever788
febbydoto30
League of Legends
JimRising 608
Counter-Strike
Stewie2K912
m0e_tv472
Super Smash Bros
C9.Mang0413
Other Games
Trikslyr22
Organizations
Other Games
gamesdonequick876
Dota 2
PGL Dota 2 - Main Stream90
Other Games
BasetradeTV62
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• Berry_CruncH170
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush1387
• Lourlo1195
• HappyZerGling113
Upcoming Events
Sparkling Tuna Cup
3h 10m
Afreeca Starleague
3h 10m
Soulkey vs Ample
JyJ vs sSak
Replay Cast
1d 2h
Afreeca Starleague
1d 3h
hero vs YSC
Larva vs Shine
Kung Fu Cup
1d 4h
Replay Cast
1d 17h
KCM Race Survival
2 days
The PondCast
2 days
WardiTV Team League
2 days
Replay Cast
2 days
[ Show More ]
WardiTV Team League
3 days
RSL Revival
4 days
Cure vs Zoun
herO vs Rogue
WardiTV Team League
4 days
Platinum Heroes Events
4 days
BSL
4 days
RSL Revival
5 days
ByuN vs Maru
MaxPax vs TriGGeR
WardiTV Team League
5 days
BSL
5 days
Replay Cast
6 days
Afreeca Starleague
6 days
Light vs Calm
Royal vs Mind
Wardi Open
6 days
Monday Night Weeklies
6 days
Liquipedia Results

Completed

Proleague 2026-03-23
WardiTV Winter 2026
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
BSL Season 22
CSL Elite League 2026
CSL Season 20: Qualifier 1
ASL Season 21
Acropolis #4 - TS6
RSL Revival: Season 4
Nations Cup 2026
NationLESS Cup
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

2026 Changsha Offline CUP
CSL Season 20: Qualifier 2
CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.